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Author Topic: [ISG] Solis  (Read 10853 times)

KillerHP

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Re: [ISG] Solis
« Reply #30 on: October 22, 2015, 12:36:31 pm »

For now , there 2 for ebbor and 3 for orbital drydock and defender fleet.
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escaped lurker

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Re: [ISG] Solis
« Reply #31 on: October 22, 2015, 06:28:31 pm »




Solis System, Era of Vindication, First Year, Third Quartal

Solis, F-Class Star - Solis #1 (Vuhee), Irradiated Terrestrial - Solis #2 (K'taar), Barren Terrestrial - Solis #3 Naariv, Homeworld - Solis #3.5, Inner Asteroid Belt - Solis #4 (Ihzeer), Gas Dwarf - Solis #4.5, Outer Asteroid Belt

Quartal Report

The last discussion within the council, as how to brace the future, resulted in a clear rift of opinion. Thankfully, this was quickly mended. By majority vote.

The goals for the new quartal decided, we have since added a new fleet of "Defenders" to our military.

Research for the orbital drydock has also been completed, together with a first experimental draft.


New Building
Orbital Drydock
A manufacturing plant for space vessels, positioned in the thermosphere. While the first of its kind of ukron make, we do have ample theories and calculations to back up such projects.
30 Hull, 3 Plating
40 Resources, 20 Energy
New Ship
Experimental Space Assault Craft - "Retaliator (MK 0.5)"
A first, tentative look at what should be, our researchers have taken theory as far as they could. A practical test, however, will be necessary.
~10 Hull, ~1 Plating, ~4 Damage
~10 Resources, ~5< Energy


New Proposal
Since the beginning of this war, we have largely turned a blind eye towards the environment. Trying to hold on to a semblance of rough guidelines, is clearly holding us back though.
There are some of the opinion, that for our race to survive, it might be necessary that naariv may become a victim of this war as well.
This proposal will introduce practices of most ruthless exploitation and refinement of natural resources, without any kind of regard to the future.


Discard remaining "Environment Preservation Laws": +10 Resources, +15 Energy, +2 Pollution each Turn



Tactical Situation


Report
We spotted clear evidence that the symbiotes visited one of Ihzeer's moons, but further information eludes us at this point.
Should our enemies try to establish themselves there, we are confident that they would be unable to hide themselves for long.


Defences
5 "Defender" Fleets - [12 Hull, 1 Plating, 4 Damage] - Patrolling in Orbit
5 "Warden" PDS - [60 Hull, 5 Plating, 12 Damage] - Standby

Estimated Numbers

15+ "Ravager" Fleets - [8 Hull, 50% Evasion, 6 Damage]
5+ "Defiler" Fleets - [20 Hull, 3 Plating, 8 Damage, ~30 Damage ??-Bombs]
~2? Unidentified Fleets



The Homefront
Naariv, Homeworld of the Ukron


16/20 Population: +16 Resources each Turn
29/30 Infrastructure: +29 Energy each Turn

1 Planetary Shipyard: Able to build 1 fleet each turn

Rebuilding: +0,5 Population and +2 Infrastructure each Turn, up to Maximum
Xeno Debris - Numerous Amounts: Able to be retrieved for salvage and research


Actions and Choices
Choose up to 4
(Building Ships is a Shipyard Action, and thus a free one)

Current Supplies: 40 Resources, 27 Energy
Current Gain: +16 Resources, +29 Energy

Construction:
Defender Fleet: 15 Resources, 5 Energy
Warden PDS: 10 Resources, 15 Energy
Planetary Shipyard: 20 Resources, 10 Energy
Orbital Drydock: 40 Resources, 20 Energy

Proposals and Research:
Salvage Wreckages: Gain 20 Resources for 5 Energy, Requires 2 "Defender" Fleets each
Renounce "Sustainable Population Act": -5 Resources each Turn, +15 Max Population, +0,5 Growth
Discard remaining "Environment Preservation Laws": +10 Resources, +15 Energy, +2 Pollution each Turn
Re-establish Spy Satellite System: 30 Resources, 40 Energy

Xeno Weapon Research: 15 Resources, 30 Energy
Xeno Armour Research: 30 Resources, 25 Energy
Xeno Systems Research: 10 Resources, 40 Energy



The Ukron race has given the Council full authority. May you guide them wisely.
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Nirur Torir

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Re: [ISG] Solis
« Reply #32 on: October 22, 2015, 06:50:24 pm »

I am against lifting the anti-pollution laws.
I want xeno systems research, for their energy tech. If we want it next quartal, we can only spend 16 units of energy now.
I think we should turtle up until we learn how to fight on an even footing, rather than spending the resources to build an inferior fleet.

Renounce "Sustainable Population Act" The sooner, the better.
Build nothing.
Build a Warden PDS. Edit: Nah.
« Last Edit: October 23, 2015, 08:52:38 pm by Nirur Torir »
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crazyabe

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Re: [ISG] Solis
« Reply #33 on: October 22, 2015, 06:53:55 pm »

P T W
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Chiefwaffles

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Re: [ISG] Solis
« Reply #34 on: October 22, 2015, 06:54:26 pm »

What about the spy satellites? Seems like they could help with intelligence.
It'd be much more effective to know what kind of defenses we have to aim for and how soon. Even some rough approximation, or other intelligence.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

highmax28

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Re: [ISG] Solis
« Reply #35 on: October 22, 2015, 07:15:40 pm »

I'm against both the discarding of the preservation laws act and the renouncing of the population act. It isn't a problem until we reach 18 or 19 population.

However, I think we should have the satellites back up. We don't have enough energy generated to do much, so I say:

Build two fleets of defenders as we charge up our energy and gather resources

We do not have the energy and resources to actually research the technology we need, and it's best we get a decent backup force ready. We need these techs to stand SOME sort of chance against them. They almost wiped us out last time, and they won't hesitate to do so again
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Just make sure he wears a boot.

Nirur Torir

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Re: [ISG] Solis
« Reply #36 on: October 22, 2015, 07:46:50 pm »

I'm against both the discarding of the preservation laws act and the renouncing of the population act. It isn't a problem until we reach 18 or 19 population.
Renouncing the population act will double our growth, and costs 30 resources over 10 turns regardless of when we take it. We can afford it now, currently have nothing else to spend that action slot on, and if we suddenly gain resource-intensive projects, we can simply run a salvage mission or two.
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Chiefwaffles

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Re: [ISG] Solis
« Reply #37 on: October 22, 2015, 07:54:37 pm »

+1 to Renouncing population act
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Teneb

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Re: [ISG] Solis
« Reply #38 on: October 22, 2015, 08:33:22 pm »

Build two fleets of defenders as we charge up our energy and gather resources
+1 in that we really need to worry about being able to hold against a possible attack before anything else.
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highmax28

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Re: [ISG] Solis
« Reply #39 on: October 22, 2015, 08:34:02 pm »

Population won't do us much for now. We can't make enough energy yet, and we're wasting energy if we use it for salvaging. Energy and research should be our priority, and then making orbital docks so we can make those experimental ships with reverse engineered xeno tech
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

escaped lurker

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Re: [ISG] Solis
« Reply #40 on: October 23, 2015, 02:25:52 am »

Build two fleets of defenders as we charge up our energy and gather resources
Quote
1 Planetary Shipyard: Able to build 1 fleet each turn

Then again, building Shuttles groundside is still an affair, that can be pulled off without a specialized facility. Obviously though, with an up-price.

Additional Ground-built Defender Fleet: 2 Action Points, 20 Resources, 10 Energy
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KillerHP

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Re: [ISG] Solis
« Reply #41 on: October 23, 2015, 03:54:34 am »


Build two fleets of defenders as we charge up our energy and gather resources

+1
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10ebbor10

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Re: [ISG] Solis
« Reply #42 on: October 23, 2015, 04:36:10 am »

Can't charge up energy if we waste it all.

2 Defender's means a net loss of 29 resources and a gain of a mere 14 energy.

So,

Build two fleets of defenders as we charge up our energy and gather resources
+1
-1

Renounce "Sustainable Population Act" The sooner, the better.
Build a Warden PDS.
+1

The warden has 5 times more HP and armor, and triple the damage. And we don't need more shuttles, we have enough for all salvage duties.
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KillerHP

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Re: [ISG] Solis
« Reply #43 on: October 23, 2015, 05:36:24 am »

Remember that the Warden PDS is a station built on the ground , the shuttles can move everywhere
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10ebbor10

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Re: [ISG] Solis
« Reply #44 on: October 23, 2015, 06:11:50 am »

Remember that the Warden PDS is a station built on the ground , the shuttles can move everywhere
Of  course.

However, we're not (ever) going to attack the enemy with shuttles. Thus, the ability to move is useless. The Warden is obviously vastly superior for defense, and it doesn't require wasting all our resources. (Really, your plant would lengthen the wait time before we can do another research or building by 2 turns.) It costs like 35 resources and 20 energy.

Hell, had we not, as I suggested, build that Defender last turn, we would have had the option to research something.

« Last Edit: October 23, 2015, 06:22:33 am by 10ebbor10 »
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